/*
 * $Header: Broadcast.java, 18/11/2005 15:33:35 luisantonioa Exp $
 *
 * $Author: luisantonioa $
 * $Date: 18/11/2005 15:33:35 $
 * $Revision: 1 $
 * $Log: Broadcast.java,v $
 * Revision 1  18/11/2005 15:33:35  luisantonioa
 * Added copyright notice
 *
 *
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.util;

import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2World;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.CharInfo;
import net.sf.l2j.gameserver.network.serverpackets.L2GameServerPacket;
import net.sf.l2j.gameserver.network.serverpackets.RelationChanged;

/**
 * This class ...
 * 
 * @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
 */
public final class Broadcast {
	private static Logger _log = Logger.getLogger(Broadcast.class.getName());

	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character
	 * that have the Character targetted.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just need to go through _knownPlayers to send
	 * Server->Client Packet<BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 */
	public static void toPlayersTargettingMyself(L2Character character,
			L2GameServerPacket mov) {
		if (Config.DEBUG)
			_log.fine("players to notify:"
					+ character.getKnownList().getKnownPlayers().size()
					+ " packet:" + mov.getType());
		for (L2PcInstance player : character.getKnownList().getKnownPlayers()
				.values()) {
			if (player == null || player.getTarget() != character)
				continue;
			player.sendPacket(mov);
		}
	}

	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the
	 * L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just need to go through _knownPlayers to send
	 * Server->Client Packet<BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 */
	public static void toKnownPlayers(L2Character character,
			L2GameServerPacket mov) {
		if (Config.DEBUG)
			_log.fine("players to notify:"
					+ character.getKnownList().getKnownPlayers().size()
					+ " packet:" + mov.getType());
		for (L2PcInstance player : character.getKnownList().getKnownPlayers()
				.values())
			try {
				player.sendPacket(mov);
				if (mov instanceof CharInfo
						&& character instanceof L2PcInstance) {
					int relation = ((L2PcInstance) character)
							.getRelation(player);
					if (character.getKnownList().getKnownRelations()
							.get(player.getObjectId()) != null
							&& character.getKnownList().getKnownRelations()
									.get(player.getObjectId()) != relation)
						player.sendPacket(new RelationChanged(
								(L2PcInstance) character, relation, player
										.isAutoAttackable(character)));
				}
			} catch (NullPointerException e) {
			}
	}

	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers (in the specified
	 * radius) of the L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just needs to go through _knownPlayers to send
	 * Server->Client Packet and check the distance between the targets.<BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 */
	public static void toKnownPlayersInRadius(L2Character character,
			L2GameServerPacket mov, int radius) {
		if (radius < 0)
			radius = 1500;
		for (L2PcInstance player : character.getKnownList().getKnownPlayers()
				.values()) {
			if (player == null)
				continue;
			if (character.isInsideRadius(player, radius, false, false))
				player.sendPacket(mov);
		}
	}

	/**
	 * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character
	 * and to the specified character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * L2PcInstance in the detection area of the L2Character are identified in
	 * <B>_knownPlayers</B>.<BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just need to go through _knownPlayers to send
	 * Server->Client Packet<BR>
	 * <BR>
	 */
	public static void toSelfAndKnownPlayers(L2Character character,
			L2GameServerPacket mov) {
		if (character instanceof L2PcInstance)
			character.sendPacket(mov);
		toKnownPlayers(character, mov);
	}

	// To improve performance we are comparing values of radius^2 instead of
	// calculating sqrt all the time
	public static void toSelfAndKnownPlayersInRadius(L2Character character,
			L2GameServerPacket mov, long radiusSq) {
		if (radiusSq < 0)
			radiusSq = 360000;
		if (character instanceof L2PcInstance)
			character.sendPacket(mov);
		for (L2PcInstance player : character.getKnownList().getKnownPlayers()
				.values())
			if (player != null && character.getDistanceSq(player) <= radiusSq)
				player.sendPacket(mov);
	}

	/**
	 * Send a packet to all L2PcInstance present in the world.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * In order to inform other players of state modification on the
	 * L2Character, server just need to go through _allPlayers to send
	 * Server->Client Packet<BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND
	 * Server->Client packet to this L2Character (to do this use method
	 * toSelfAndKnownPlayers)</B></FONT><BR>
	 * <BR>
	 */
	public static void toAllOnlinePlayers(L2GameServerPacket mov) {
		if (Config.DEBUG)
			_log.fine("Players to notify: "
					+ L2World.getInstance().getAllPlayersCount()
					+ " (with packet " + mov.getType() + ")");
		for (L2PcInstance onlinePlayer : L2World.getInstance().getAllPlayers()) {
			if (onlinePlayer == null)
				continue;
			onlinePlayer.sendPacket(mov);
		}
	}
}
